The engine is scalable thus low quality settings work on ancient PCs while high settings only work on the best computers. You shouldn't expect to run any current game at the best graphics if you don't have some of the best hardware.
hey ... it's a wish-listThat will never happen. For various reasons. If Epic ditches UnrealScript more logical choices would be either stackless python or lua.
The equivalent of the code-behind and XAML-scripts for GUI-design.which would be?
I was thinking more along the lines of neural networks, genetic algorithms and similar stuff, because as is the "AI" is more a simple finite state machine with path-finding capability.UE3 has already gained flocking/group AI, don't know if it can be fully controlled through UnrealScript. But path node editing through UnrealScript would also be nice.
hey ... it's a wish-list
Why do you think that ?
MS is allowing .Net to go multi-platform already.
The equivalent of the code-behind and XAML-scripts for GUI-design.
I was thinking more along the lines of neural networks, genetic algorithms and similar stuff, because as is the "AI" is more a simple finite state machine with path-finding capability.
I'd be nice if we could actually have enemies that could learn without reverting to a blank state at the start of a level.
And lets not forget about AI that doesn't automagically know the location of the (enemy) flag carrier.
What do you want from Epic? Honestly.Getting it running isn't any kind of achievement. I meant running it at a playable level with more than Doom 1, huge pixel graphics.
Warp Zones that work properly! And allowing the player to flip upside down! :tup:
It's probably impossible but it'd add a completely new element to the game without actually changing what's there (what UT needs IMO). Imagine if it worked with vehicles, too.
Reflections like in first Unreal. Water in Witcher was so nice - I don't know how I'd make it in UT3.
UT3's minimum requirements equal that of Battlefield 2... a game from 2 and a half years earlier.
Seriously -- bitching about scalability is COMPLETELY wrong for UT3. There's nothing more you can do...
the game is already tightly coupled to an OS/hardware-combo for which they have no control.Allowing?! heh.
Anyway, why not to use .NET:
- dependency on a 3rd party module tightly coupled to an OS for which you have no control.
So ?- MS .NET is not multi platform, Mono sort of is. MS can not stop the Mono project.
Considering that there's a mobile .Net variant for mobile phones I wouldn't call .Net 'heavy weight'....
.NET is seriously heavy weight compared to the other options. You're even better of using Java.
I've only used XAML as an example of what could be done.What good would that do? You want designers to create the UI, not programmers. I think Epic is making a good choice with the UIScene stuff. Sure, they could save the created scenes in XML rather than the binary format.
Also, why not go the XUL or GladeXML way rather than the XAML way?
The current versions of those things may be too large/resource-hungry, but IMHO that's more likely the result of no one even trying to use it in a setting like UT. OTOH Black&White supposedly did use neural-net for its creature.Neural networks and genetic algorithms are nice, but way to complex and slow for an average game. Also, a neural network is also a finite state machine. All software is a finite state machine. It's better to adapt the AI to events, which is still a state machine, but a larger one. It's not a neural network. But a neural network that needs to cope with the information produced in a single session in UT3 is quite large.
*ahem* I'd suggest you research XNA ... MS showed a demo-game that was running on a pc (Windows), Xbox 360 and a Zune-player (the MS iPod-clone).* .net ... you can't be serious, right? I'm coding business applications with .net right now, but nobody in their right mind would use that for realtime-critical game programming
the game is already tightly coupled to an OS/hardware-combo for which they have no control.
Really? as far as I know Sliverlight 2 only works on Windows. The Mono implementation of Silverlight is not yet up to version 2. Besides that, there i no Silverlight support for MacOSX, it doesn't work on the PS2, PS3, Wii, etc.So ?
The only platforms that matter are Microsoft Windows PC, Microsoft Xbox, Sony PS3 and Nintendo.
Never mind that it all depends on your definition of multi-platform when given that Silverlight 2.0 (which also is .Net) is browser-independent already.
Considering that there's a mobile .Net variant for mobile phones I wouldn't call .Net 'heavy weight'.
Heck ... even Epic admits that Unreal-script is not exactly 'fast' and they still manage to do some pretty fancy stuff.
I've only used XAML as an example of what could be done.
It's pretty nice to have the GUI-design in a format that can be edited without having to rely on a propriety-format wysiwyg-editor.
The current versions of those things may be too large/resource-hungry, but IMHO that's more likely the result of no one even trying to use it in a setting like UT. OTOH Black&White supposedly did use neural-net for its creature.
*ahem* I'd suggest you research XNA ... MS showed a demo-game that was running on a pc (Windows), Xbox 360 and a Zune-player (the MS iPod-clone).
Another example is the 'Dishwasher'-game that won the XNA-contest : http://www.youtube.com/watch?v=xVeap_8wIY8
http://www.youtube.com/watch?v=lscKqMsnpJY
And there's JellyCar :
http://www.youtube.com/watch?v=ZbZoxzl8cXk
(I realise I'm starting to sound like a .Net evangelist ... I just happen to have seen lots of cool stuff for that environment).
But still I don't think using a neural network for game AI is the correct choice, there are really a lot of variables and performance is very important in games like UT3. You might get away with a decision making algorithm that takes a couple of seconds in a game like Black or White.
Everyone knows that minimum requirements are to be taken with a good pinch of salt.
JIT compilation makes not much sense when you can have a real compiler (since the maps need compiling anyway, why shouldn't the scripts?) and don't want too much reflection-type stuff or uncontrolled platform independency (which you can't have due to high driver compatibility requirements anyway). So compiled UnrealScript would probably be the way to go
Basically, what the AI of a shooter has to do is simply knowing how to get from A to B, and what places and paths are better than others (which it currently does by adding weight to nodes based on how often bots die there).
In TerrainEdit is an option to add displacement maps.* Parallax occlusion (aka offset) maps
Unreal 3